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Some actor.c docs (in preparation for en_test) (#820)

* renames

* format

* format functions.h

* clean

* arg name

* remove asm
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fig02 2021-06-21 19:51:04 -04:00 committed by GitHub
parent 7984c1c514
commit 0a35c752e7
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109 changed files with 424 additions and 359 deletions

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@ -285,7 +285,7 @@ Actor* func_80A74674(GlobalContext* globalCtx, Actor* actor) {
if ((prop == actor) || (prop->id != ACTOR_BG_JYA_IRONOBJ)) {
prop = prop->next;
continue;
} else if (func_8002E1A8(actor, prop, 80.0f, 0x2710)) {
} else if (Actor_ActorAIsFacingAndNearActorB(actor, prop, 80.0f, 0x2710)) {
return prop;
}
@ -711,7 +711,7 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
}
sp38 = this->actor.world.pos;
sp38.y += 50.0f;
func_80035650(&this->actor, &this->bodyCollider.info, 1);
Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, 1);
temp_v0_3 = this->actor.colChkInfo.damageEffect;
this->unk_2FD = temp_v0_3 & 0xFF;
this->bodyCollider.base.acFlags &= ~AC_HIT;
@ -745,7 +745,7 @@ void func_80A75C38(EnIk* this, GlobalContext* globalCtx) {
if (this->actor.colChkInfo.health == 0) {
func_80A7598C(this);
func_80032C7C(globalCtx, &this->actor);
Enemy_StartFinishingBlow(globalCtx, &this->actor);
return;
}
Math_SmoothStepToS(&this->actor.world.rot.y, this->actor.yawTowardsPlayer, 1, 0x7D0, 0);